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Gaming, Video Games
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Entertainment Education, Edutainment
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Collective Memory & Media, Media Representation of History
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Conflict Prevention, Mediation & Reconciliation: Role of Media
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Erinnern mit Games: Digitale Spiele als Chance für die Erinnerungskultur

Berlin: Stiftung Digitale Spielekultur (2020), 96 pp.

Narrativas de paz, voces y sonidos: Análisis de la paz en Colombia, desde la comunicación

Bogotá: Ediciones Desde Abajo;Revista Latina de Comunicación Social;Friedrich-Ebert-Stiftung (FES) (2020), 247 pp.
"La violencia armada tiene también una dimensión narrativa, acaso tan devastadora como su dimensión física. No sólo destruye vidas y altera relaciones, sino que su ejercicio –especialmente cuando es sistemático– quiebra la propia posibilidad de otra narrativa que logre articular algún sen ... more
"Los artículos del CAC162 “Narrativas de paz: voces y sonidos” surgen de la mesa de debate homónima presentada en el marco del X Congreso Internacional Latina de Comunicación Social, realizado en la Universidad de La Laguna (Tenerife) en 2018. Nueve textos sobre los retos que afrontan dichas ... more
"From the Occupy movement to playful city-making to the gameful designs of the Obama 2008 and Trump 2016 presidential campaigns, and the rise of citizen science and ecological games, this book shows how play is a key theoretical, methodological, and practical principle for comprehending such new for ... more

Video Games and the Global South

Pittsburgh, PA: Carnegie Mellon University;ETC Press (2019), viii, 290 pp.
"The innovative research in Video Games and the Global South focuses on a range of topics including art games and serious games from the global south, postcolonialism and cultural representation, player communities, software modification (modding), intercultural communication online, racism and sexi ... more

Bildung neu gestalten mit Games

Berlin: Stiftung Digitale Spielekultur (2019), 83 pp.

Guide to developing digital games for early grade literacy for developing countries

Quezon City; Washington DC: Foundation for Information Technology Education and Development;World Vision (2018), 43 pp.

Experiencias de gamificación en aulas

Barcelona: Universitat Autònoma de Barcelona (2017), 125 pp.
"Experiencias de gamificación en el aula" es el segundo libro de está temática que está organizado por investigadores del Observatorio de Comunicación, Videojuegos y Entretenimiento del Instituto de la Comunicación de la Universidad Autónoma de Barcelona (InCom-UAB) y de la Universidad de Vic ... more
"Computerspiele sind Kulturgut. Sie sind etablierte und treibende Kraft gesellschaftlicher Transformationsprozesse in der Freizeitgestaltung und des Medienkonsums zu Unterhaltungszwecken. Aber lassen sich gerade in kommerziellen Spielen – sogenannten off-the-shelf games – auch Bildungspotenziale ... more
"Aus der Perspektive der Rezeptions- und Wirkungsforschung stellt sich die Frage, wie mediale Kommunikation dazu beitragen kann, dass Menschen klimabewusster handeln. Die bisherigen Ergebnisse zeigen, dass viele der typischen Darstellungsformen des Klimawandels - wie Katastrophenbilder - eher kontra ... more
"In Making Democracy Fun, Josh Lerner offers a novel solution for the sad state of our deliberative democracy: the power of good game design. What if public meetings featured competition and collaboration (such as team challenges), clear rules (presented and modeled in multiple ways), measurable pro ... more

Entertainment-Education Through Digital Games

In: Serious games: Mechanisms and effects
Ute RItterfield; Michael Cody; Peter Verderer (eds.)
New York; London: Routledge (2009), pp. 271-292
"In summary, the present chapter analyzed the role of digital games in the growing practice of entertainment-education. We argued that serious games should not be automatically labeled as E-E digital games just because they include some social content. Connections were drawn between the social inter ... more